WITCH HUNTERS CODEX: WITCH HUNTERS Welcome, Learned Inquisitor, to the Secret Texts of the Witch Hunter
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WITCH HUNTERS CODEX: WITCH HUNTERS Welcome, learned Inquisitor, to the secret texts of the Witch Hunter. Within these hallowed pages you will find all you need to guide you in collecting, painting and gaming with a Witch Hunters army in the Warhammer 40,000 game. The armies of the Witch Hunter are powerful and dangerous, commanded by the sinister and unforgiving Inquisitors of the Ordo Hereticus. The Chamber Militant of this holy order is the virtuous and pious Adepta Sororitas, ancient orders of warrior women whose origins can be traced back to the infamous Age of Apostasy. The Ordo Hereticus Why Collect a Witch Hunters Army? A branch of the Inquisition, that secretive body founded in the The Witch Hunters is an incredibly characterful army, with a earliest days of the Imperium, the Ordo Hereticus stands wide selection of deadly troops at its disposal and the power ready to defend Humanity against the myriad dangers posed of faith to command. The Sisters of Battle are exceptionally by the witch, the heretic and the mutant. The Inquisitors of well equipped, with armour and weapons the equal of any the Ordo Hereticus are a sinister breed, cut from a very Space Marine Chapter. Their faith and devotion to the different cloth than that of their brethren of the Ordo Malleus Emperor can be manifested as a potent force in itself, and Ordo Xenos, and often their work involves the empowering Sisters with all manner of miraculous abilities, persecution of their fellow Inquisitors for trafficking with the such as shrugging off wounds that would kill a normal person daemonic and the alien; for such activities are amongst the or holding them fast in the face of overwhelming odds. The most heinous of crimes in the Imperium. Such is the power Inquisitors of the Ordo Hereticus can utilise some truly wielded by an Inquisitor that he can call upon every branch fearsome instruments in the persecution of their foes: of the armed forces of the Imperium and none can refuse his ancient artefacts blessed by the holiest of saints and call. Even the Space Marines may be called upon to aid an powerful weapons that have been handed down through the Inquisitor should the threat be greater than he and any ages in the fight against witches and all wielders of Warp- locally requisitioned forces are able to counter. spawned magicks. Together with their faithful retainers, the Rising from the ashes of the Age of Apostasy, when the Witch Hunters can be sure of having the right combination of insane Lord Vandire plunged the Imperium into one of the skills at his disposal, whatever the foe. In addition, any bloodiest periods in its already bloodstained history, the Ordo Inquisitor can requisition a fearsome array of allies to fight Hereticus are the guardians of Humanity’s future. In alongside him, from the lethal operatives of the Officio conjunction with their Chamber Militant, the Adepta Sororitas Assassinorum to frenzied Arco-flagellants and the mighty – also known as the Sisters of Battle – the Ordo Hereticus death machines of the Penitent Engines. If you’re after an hunt down and destroy the most insidious threats to army that can be tailored to make an elite force with Humanity, the enemy within: witchcraft, heresy and mutation. enormous potential for variety, then this is the army for you. The Sisters of Battle are shining examples of all that is good A great strength of the Witch Hunters army list is its ease of about Humanity, the pinnacle of faith, devotion and purity. As integration with existing armies. If you already have an army well as forming the Chamber Militant of the Ordo Hereticus, of the Imperium such as the Space Marines or Imperial the Sisters of Battle also provide the fighting arm of the Guard, it can easily be incorporated into the Witch Hunters Ecclesiarchy, the monolithic organisation devoted to the list. For instance, a Space Marine player may choose to lead worship of the Emperor and the preaching of the Imperial Creed. Armed with the finest weapons and armour the his force into battle with an Adepta Sororitas Heroine and her Ecclesiarchy can provide, they are amongst the best and Celestian bodyguard, or an Imperial Guard player may bravest warriors an Inquisitor can call upon. choose to add a couple of platoons of infantry to his Witch Hunters force. Conversely, we also include rules that allow the opponents of the Witch Hunters to take units of traitors and mutants in their force, as well as rules for having your “We are at war with forces too terrible army led into battle by a powerful witch or heretic. There’s also the option to bestow terrifying psychic powers upon your to comprehend. We cannot afford mercy existing army commander, since it’s perfectly plausible that for any of its victims too weak to take he has developed latent psychic powers and is leading his army against those who would hunt him down and destroy the correct course. Mercy destroys us; it him. Exactly why the Witch Hunters are called into action! weakens us and saps our resolve. Put The miniatures in the Witch Hunters range are wonderfully aside all such thoughts. They are not detailed and well-crafted, and a fully painted army looks fantastic on the tabletop. On the one hand you have ranks of worthy of Inquisitors in the service of Sisters of Battle, resplendent in their ornate armour, while on Our Emperor. Praise his name for in our the other you have the highly individual and characterful Inquisitors accompanied by their retinues of Henchmen. resolve we only reflect his purpose of While the Sisters of Battle are exceptional warriors and can will.” easily take to the field of battle alone, it is when they are combined with the powerful troops at the disposal of an Inquisitor Enoch, Inquisitor that they really come into their own, though it will Castigations on the Last Days take many gaming sessions to truly get the most out of the more unusual elements of the Witch Hunters army list. Have fun, and may the power of faith guide you… - 2 - - 3 - ORDO HERETICUS PSYCHIC POWERS Any Inquisitor or Inquisitor Lord may take a single psychic power as listed below. If they possess a Familiar they may take an extra power per Familiar. Abilities are used following the rules in the Warhammer 40,000 rulebook. A psyker may only use a single major power in a given player turn. The psyker must pass a Psychic test in the appropriate phase to use a power. DIVINE PRONOUNCEMENT . .30 points next turn. The psyker also counts as having an additional close To the Inquisitor, all who stand against him are branded heretic, combat weapon. Note this power does not ignore Armour saves and the only fate deserved by such is an eternity of damnation. or affect the order in which close combat attacks are resolved. Invoking the Emperor’s power, the Inquisitor pronounces His As his fists crackle with destructive energies, he may not use judgement, before which few can stand defiant. any weapons until the beginning of his next turn, and so may Divine Pronouncement is a psychic power that is used instead not benefit from any power weapons or other special close of firing a weapon in the Shooting phase. Designate a single combat attacks. enemy unit within 18" and not in close combat – this unit must take a Morale check as if it had just suffered 25% casualties HIS WILL BE DONE . .15 points from shooting. If the Inquisitor’s Leadership is greater, the test The Inquisitor becomes a furious manifestation of the is modified by the difference. For example, a unit of Imperial Emperor’s divine will, dispensing His justice with every blow Guard with a Veteran Sergeant (Ld 8) must roll 6 or less on 2D6 and cowing all His enemies with his holy wrath. if an Inquisitor Lord (Ld 10) uses the power on them. If the test is failed, the target unit will immediately fall back according to His Will Be Done is a psychic power that may be used in the the normal rules. Fearless units, or units that otherwise ignore Assault phase, before the Inquisitor has made any attacks. Morale tests are unaffected by this power. Every unsaved wound inflicted by the Inquisitor counts as two for the purposes of determining which side has won the assault. HAMMER OF THE WITCHES . .20 points For a man to wield the powers of the Warp he must first have PURGATUS . .15 points – Inquisitor Lord only been tested and tried, and branded worthy to do so by the The Inquisitor Lord is a seasoned master in the ways of hunting agents of the Emperor. Any man who has not been so the heretic. With his sinister gaze he is able to decimate the will approved is an unclean witch and will be purged by the of his enemy, filling his mind with the unbearable truth of his Inquisitor’s own Emperor-bestowed powers lest the beasts of sins, until nothing more than a drooling, broken form remains. the Warp enslave his soul. This power is used in the Shooting phase instead of firing a Hammer of the Witches is a psychic power that is used in the weapon. The Witch Hunters player may choose any enemy Shooting phase instead of firing a weapon. It does not require line model with the Independent Character special rule within 24" of of sight to use and may be used if the Inquisitor is engaged in an the Inquisitor Lord and within his line of sight as the target of the assault.